Page 82 of 191

Re: StarCraft II Official! (Pictures)

Posted: Wed May 28, 2008 5:44 pm
by Lavarinth
As development for StarCraft II moves forward, so is the Map Editor for StarCraft II. We have no doubt that there will be countless awesome mods created for StarCraft II, so we want to make sure your Map Editor questions are definitely not left out of the Q&As. Keep the questions pouring in!

Also, in Batch 38, it was mentioned that Sunken and Spore colonies could move and plant off of Creep while also taking damage when not on Creep. To update, Zerg defenses will not be able to plant off of Creep.

Chat with Devs: Batch 39 focuses on the development of StarCraft IIs Map Editor and I got a chance to chat with our Map Editor Designer, Brett Wood. Brett was able to answer quite a few of our community map editors below. Furthermore, he wanted to also add that the StarCraft II Map Editor will improve upon the World Editor from Warcraft III in every way, with several new features such as having all abilities in the game being data driven. Brett Wood elaborates here on what it means for all data in the game to be data driven:

[Brett Wood] Lets say you have a cool idea for an implosion type of ability that will rapidly shrink down a targeting unit, then cause an energy shockwave that damages all nearby units within a certain area. Since there is no standard ability with a shrink-down effect, in Warcraft III youd have to resort to some fancy trigger work to achieve this effect. In StarCraft II, this kind of effect can be set up completely in the data files, and you could make the entire ability without having to use any triggers or scripting at all. Generally speaking, setting up abilities and effects will be easier through data customization than using triggers, although there will definitely be a learning curve there as well.

As always, feel free to give the Dev Team and I a w00t if you are enjoying the Q&As!

---StarCraft II Q&A Batch 39: Map Maker Series---

1) Will the new map editor support placing of traps, doors, and other things commonly referred to as doodads in unorthodox situations? (ie doors, auto guns, wall traps in a jungle map)

Yes, any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with.

2) Will the new map editor support extended upgrade values? (ie, 30 upgrades)

Yes, upgrades are arbitrarily extendable, as they were in Warcraft III. In addition, upgrades will now be downgradeable via triggers as well (by using a negative value), which was a very common request in Warcraft III.

3) Will the new editor still support all the other ideas currently implemented in StarEdit?

This question is a bit vague. As far as I know, everything the original StarCraft could do, StarCraft II can do.

4) What additional features will the new editor have?

How much time have you got? Very broadly speaking, the biggest improvements over Warcraft III will be found in the data editor, where literally every game database file is exposed for modification, and in the trigger dditor, which now features the ability to define custom functions and libraries. That said, virtually every aspect of the editor has at least some improvements over Warcraft III/StarCraft.

5) Do you plan to take ideas from third party programs and update the editor frequently to meet the demands of the map making community?

Absolutely. We are very much committed to supporting the map/mod community as much as possible, and well be keeping an eye on the forums and updating the editor as often as we can to incorporate new suggestions.

6) Will be a tool to transfer WC3 models to SC2? (battle.net) -Ragnarok_X

No, there will not be, as StarCraft II is built with a totally new engine.

7) Given that we know the Roach regenerates faster than normal, will players be able to change the regeneration rates for Zerg units? (battle.net) DrakeClawfang

Yes, all regeneration rates can be easily changed.

8) Will players be able to give units Protoss shields or Zerg regeneration that don't normally have them? ie, a regenerating Zealot, a Ghost with shields, etc. (battle.net) DrakeClawfang

Yes, you could create a Roach-Zealot hybrid if you would like. Many passive abilities can be interchanged similarly.

[added from thread] 9) Is the new StarCraftII map editor able to make our own 4th race by combining 3 races different looking and ability etc. together? even more combining with some new units from the editor? (battle.net) -cS)beta

Yes, custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps, as long as the mod defining the race is loaded.

I'm sure you guys will love that :) I know I'm excited!

--End of Transmission---

Re: StarCraft II Official! (Pictures)

Posted: Wed May 28, 2008 8:26 pm
by Negi
Fucking awesome. 

Code: Select all

8)!

Re: StarCraft II Official! (Pictures)

Posted: Wed May 28, 2008 8:34 pm
by Aekenon
I thought it pretty much went without saying that it would be an improvement over WorldEdit and StarEdit in all areas.  Still, some of those details are good to know.  Custom race support is much appreciated.

Re: StarCraft II Official! (Pictures)

Posted: Wed May 28, 2008 9:02 pm
by tipereth
DOWNGRADES

Re: StarCraft II Official! (Pictures)

Posted: Wed May 28, 2008 9:40 pm
by Marco
I plan on creating a race in disgrace, mace weilding space beings in place, who trace the face of their race in place of their mace, and with grace, face their case with praise, in space.

Re: StarCraft II Official! (Pictures)

Posted: Wed May 28, 2008 9:41 pm
by Zilla-
Those questions are fucktarded.

1/2/3/7/8 are already in WorldEdit so its been pretty much implied they'd be in StarEdit 2.0, although I like that he mentioned that you could have negative upgrades.

4 is interesting, although that seems like just and expansion of WorldEdit's ability to use anything anywhere however you want it (ex, using a panda model as a projectile)

5 just sounds like the usual bullshit "Oh yea we support our community lolol" that is always said. Its not as though they can say "no fuck that shit, screw you guys". Point is moot.

6 is also kind of moot seeing as how you can make models anyway, I've seen plenty of SC models in wc3 even though there is no way to "convert" a sprite into a model.

This q/a session was dumb as fuck.

The only useful details was the downgrades and custom race support

Re: StarCraft II Official! (Pictures)

Posted: Wed May 28, 2008 9:46 pm
by Marco
Zilla- wrote: Those questions are fucktarded.

1/2/3/7/8 are already in WorldEdit so its been pretty much implied they'd be in StarEdit 2.0, although I like that he mentioned that you could have negative upgrades.

4 is interesting, although that seems like just and expansion of WorldEdit's ability to use anything anywhere however you want it (ex, using a panda model as a projectile)

5 just sounds like the usual bullshit "Oh yea we support our community lolol" that is always said. Its not as though they can say "no fuck that shit, screw you guys". Point is moot.

6 is also kind of moot seeing as how you can make models anyway, I've seen plenty of SC models in wc3 even though there is no way to "convert" a sprite into a model.

This q/a session was dumb as fuck.

The only useful details was the downgrades and custom race support
You really can't expect everyone interested in mapping to know the ins and outs of an editor from a game that is what... 5 years old now?  While we who are experienced know they won't give us anything LESS than that which they have previously delivered, there are a lot of people new to the scene who are going to be interested in making maps, and I don't think their inexperience should be completely precluded from these question sessions.  While its always neater for those of us who know the editors to see new features, I'd say the questions are designed to appeal to a new generation of map/mod makers, which is very important if you want to see more sites like CC when the game comes out.  I personally wouldn't mind a lot more competition.

Re: StarCraft II Official! (Pictures)

Posted: Thu May 29, 2008 2:32 am
by Maglok
Yes I'd love a lot more competition.

Though one question is nagging on me: We were able to do our own briefings in SC in the editor, what can we do with the so called 'story space' which is the new briefing room?

Re: StarCraft II Official! (Pictures)

Posted: Thu May 29, 2008 10:08 am
by Lavarinth
Desler wrote: I personally wouldn't mind a lot more competition.
Well, lately the phrase "hiz.. i run CC, u want hostan?/" seems to have worked on a few people being hosted by competition. *Glances at Gemini and Meta*

Re: StarCraft II Official! (Pictures)

Posted: Thu May 29, 2008 11:57 am
by Marco
All sites are pretty much equal now though Lavarinth.  Theres no new blood coming by any more, so you know, most people at this point would probably just be like, 'eh whatever'. 

I just read that small piece about data editing and unit abilities.  Thank goodness.  I always hated complicated and buggy scripting.  Truly creating your own abilities the way you want can truly expand customized gameplay to a whole new level.

Re: StarCraft II Official! (Pictures)

Posted: Thu May 29, 2008 6:46 pm
by RazorclawX
Desler wrote: I just read that small piece about data editing and unit abilities.  Thank goodness.  I always hated complicated and buggy scripting.  Truly creating your own abilities the way you want can truly expand customized gameplay to a whole new level.
And then some guy like Vexorian will swoop down and tell everyone everything has to follow his standard.

Re: StarCraft II Official! (Pictures)

Posted: Thu May 29, 2008 7:03 pm
by Marco
RazorclawX wrote: And then some guy like Vexorian will swoop down and tell everyone everything has to follow his standard.
And I will HAVE to?

Re: StarCraft II Official! (Pictures)

Posted: Fri May 30, 2008 3:29 pm
by Ricky_Honejasi
RazorclawX wrote:And then some guy like Vexorian will swoop down and tell everyone everything has to follow his standard.
What "standard" did he made anyway?

All I know is he made an useful map optimizer and that he is (or was) on wc3campaigns but anything other than that, I don't know a thing.

Re: StarCraft II Official! (Pictures)

Posted: Fri May 30, 2008 6:52 pm
by RazorclawX
The map optimizer was useless to me as it made Keys of Sealing into a drooling abomination that didn't work right.

Re: StarCraft II Official! (Pictures)

Posted: Sat May 31, 2008 2:40 am
by Taeradun
Hint: Whoever the hell Vexorian is is an idiot and the only standard Warcraft III maps have to follow is that they be playable in Warcraft III [imgwh 17x20]http://img.photobucket.com/albums/v200/ ... ot-ssh.gif[/imgwh]